Card UpdateVoyage | Night - Duration | $4
If this is the first time you played a Voyage this turn, and the previous turn wasn't yours, then take an extra turn after this one. At the start of each of your turns for the rest of the game: gain a Copper.
(This stays in play.)
-
This is gained to your hand (instead of your discard pile)
This card is now non-lethal: This now prevents you from gaining and playing all 10 Voyages in one turn, which would ultimately kill the other player of boredom. Thank you pubby for your help.
Sweet design..
This is a pedantic point, but you likely want "Once per turn" on it. Otherwise you can activate multiple on the same turn, and take several turns after.
Thank you! That's an excellent point!
Voyage | Night - Duration | $4
If the previous turn wasn't yours, then take an extra turn after this one. At the start of each of your turns for the rest of the game: gain a Copper.
(This stays in play.)
-
This is gained to your hand (instead of your discard pile)
Each one you gain ends up junking your deck more and more. Maybe you can handle a copper a turn, especially towards the end of the game. Not too many decks can handle gaining 5 coppers each turn.
Trash in play essentially a multi-use seize the day and I'm okay with that.
Voyage/Gardens would likely be a very strong combo, sounds fun...
BTW, is Voyage discarded when the Copper pile is empty?
Is Hireling discarded when your deck+discard is empty at start of turn? It's possible you could gain cards such that Hireling may draw you a card later. Therefore, Hireling stays in play. This would follow the same rules. Through ambassador, it's possible that in the future Coppers could get added to the supply, so it makes sense Voyage would stay in play, even when Coppers are empty.
Voyage | Night - Duration | $4
If the previous turn wasn't yours, then take an extra turn after this one. At the start of each of your turns for the rest of the game: gain a Copper.
(This stays in play.)
-
This is gained to your hand (instead of your discard pile)
Each one you gain ends up junking your deck more and more. Maybe you can handle a copper a turn, especially towards the end of the game. Not too many decks can handle gaining 5 coppers each turn.
Trash in play essentially a multi-use seize the day and I'm okay with that.
I feel like it could cost more. You probably won’t be buying this early in the game anyway. Late in the game, the junking probably isn’t too detrimental and this would almost be like Seize the Day without the once per game limitation.
Thanks for your feedback. I agree it could cost more. It can also cost 4 and isn't broken as such. I think enabling buying it earlier at 4 is more interesting because buying it earlier makes the drawback a lot bigger. This was specifically priced the same as Seize the Day for that comparison -- often you only want to buy Voyager once. At $4 it competes with Seize the day, and sometimes you can make a use of those extra coppers. Often it's strictly worse than Seize the Day though. I think $4 works for this, and I do like giving $4-cost gainers the ability to gain it. Donald X has previously stated that he likes to make card as cheap as they can be to still work with other cards. I think $4 works perfectly fine here.